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Nordine, Jeffrey C. – Physics Teacher, 2011
High-quality physics instruction is contextualized, motivates students to learn, and represents the discipline as a way of investigating the world rather than as a collection of facts and equations. Inquiry-oriented pedagogy, such as problem-based instruction, holds great promise for both teaching physics content and representing the process of…
Descriptors: Science Instruction, Problem Based Learning, Calculus, Mechanics (Physics)
Karlsen, Faltin – International Journal of Mental Health and Addiction, 2011
While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…
Descriptors: Comparative Analysis, Role Playing, Internet, Video Games
Braverman, Julia; LaBrie, Richard A.; Shaffer, Howard J. – Psychological Assessment, 2011
This article presents findings from the first taxometric study of actual gambling behavior to determine whether we can represent the characteristics of extreme gambling as qualitatively distinct (i.e., taxonic) or as a point along a dimension. We analyzed the bets made during a 24-month study period by the 4,595 most involved gamblers among a…
Descriptors: Internet, Public Policy, Classification, Team Sports
Sweetser, Penelope; Johnson, Daniel; Ozdowska, Anne; Wyeth, Peta – Australasian Journal of Early Childhood, 2012
In this paper we report some initial findings from our investigations into the Australian Government's Longitudinal Study of Australian Children dataset. It is revealed that the majority of Australian children are exceeding the government's Screen Time recommendations and that most of their screen time is spent as TV viewing, as opposed to video…
Descriptors: Computer Uses in Education, Foreign Countries, Play, Video Games
Shaffer, Jeannette R. – ProQuest LLC, 2012
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
Descriptors: High School Students, Student Characteristics, Computer Games, Social Influences
Kowert, Rachel; Griffiths, Mark D.; Oldmeadow, Julian A. – Bulletin of Science, Technology & Society, 2012
The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of…
Descriptors: Social Status, Organizations (Groups), Role Playing, Stereotypes
Jiow, Hee Jhee; Lim, Sun Sun – Bulletin of Science, Technology & Society, 2012
Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always…
Descriptors: Television Viewing, Video Games, Computers, Television
Cai, Sean X.; Kornspan, Alan S. – Strategies: A Journal for Physical and Sport Educators, 2012
The physical activity patterns of students with disabilities have been studied in order to understand how much moderate and vigorous daily physical exercise is obtained. Literature suggests that students with disabilities are less physically active as compared to children without disabilities. As a result of being less physically active, these…
Descriptors: Adapted Physical Education, Exercise, Racquet Sports, Video Games
Montola, Markus – Simulation & Gaming, 2012
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game…
Descriptors: Epistemology, Social Theories, Social Environment, Cultural Context
Shayne, Rachel K.; Fogel, Victoria A.; Miltenberger, Raymond G.; Koehler, Shannon – Journal of Applied Behavior Analysis, 2012
We compared the effects of exergaming and traditional physical education on physical activity among 4 active children who were not overweight and who had experience with the exergaming activities prior to the study. Results showed that exergaming produced substantially higher percentages of physical activity and opportunity to engage in physical…
Descriptors: Physical Education, Physical Activities, Grade 3, Elementary School Students
Rosman, Fuziah; Alias, Norlidah; Siraj, Saedah; Kenayathullah, Husaina Banu; Zakaria, Abd Razak; Darusalam, Ghazali – Turkish Online Journal of Educational Technology - TOJET, 2013
This study uses a meta analysis to analyze several current articles published by selected journals by focusing on studies related to the potential of video games in Bahasa Melayu vocabulary learning by international students. Among the articles are those in journals such as "Computers and Education, Computers in Human Behavior, Education…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Second Language Learning
Ruggieri, Sabrina; Bendixen, Mons; Gabriel, Ute; Alsaker, Françoise – International Journal of Developmental Science, 2013
Based on the notion that the history of victimization has an impact on the sensitivity to current victimization situations this study investigated whether victims of bullying show more pronounced responses to single episodes of social exclusion. We examined whether victimization experiences in school are associated with responses to ostracism in a…
Descriptors: Victims, Social Isolation, Rejection (Psychology), Video Games
Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
Busch, Carsten; Conrad, Florian; Steinicke, Martin – Electronic Journal of e-Learning, 2013
Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin…
Descriptors: Video Games, Educational Games, Creative Activities, Systems Approach
Ruggiero, Dana – ProQuest LLC, 2013
To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…
Descriptors: Teaching Methods, Educational Games, Attitude Change, Homeless People